Func lod: Difference between revisions
		
		
		
		
		
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 Note:The fading is not always consistent; brushes may suddenly "pop" into view depending on where the player is looking. This happens because of a hardware issues with rendering translucent materials. Low-end cards will fade nearer than the distance specified, and smaller objects fade nearer than a larger object with the same fade distance.
Note:The fading is not always consistent; brushes may suddenly "pop" into view depending on where the player is looking. This happens because of a hardware issues with rendering translucent materials. Low-end cards will fade nearer than the distance specified, and smaller objects fade nearer than a larger object with the same fade distance.
 Bug:Weapons from
Bug:Weapons from  Black Mesa with muzzle dynamic lights causes strange visual bugs when player in End fade radius and out of Start fade radius. Example.
 Black Mesa with muzzle dynamic lights causes strange visual bugs when player in End fade radius and out of Start fade radius. Example.
 Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
 Note:Using AddOutput this entity can be only changed from solid to nonsolid.
Note:Using AddOutput this entity can be only changed from solid to nonsolid.
		
	
| SirYodaJedi (talk | contribs) m (→Keyvalues) | SirYodaJedi (talk | contribs)  m (→Keyvalues) | ||
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| {{KV|Min Disappear Distance|intn=DisappearMinDist|integer|Distance at which these brushes should start fading out.|since={{l4d}}}} | {{KV|Min Disappear Distance|intn=DisappearMinDist|integer|Distance at which these brushes should start fading out.|since={{l4d}}}} | ||
| {{KV|Max Disappear Distance|intn=DisappearMaxDist|integer|Distance at which these brushes should finish fading out.|since={{l4d}}}} | {{KV|Max Disappear Distance|intn=DisappearMaxDist|integer|Distance at which these brushes should finish fading out.|since={{l4d}}}} | ||
| {{KV| | {{KV|Non-solid|intn=Solid|boolean|Set whether or not these brushes should collide with other entities. | ||
| {{note|Using AddOutput this entity can be only changed from solid to nonsolid.}} | {{note|Using AddOutput this entity can be only changed from solid to nonsolid.}} | ||
| }} | }} | ||
Revision as of 12:25, 3 March 2025

 
|  Class hierarchy | 
|---|
| CFunc_LOD | 
|  func_lod.cpp | 
func_lod  is a   brush entity  available in all  Source games.
 Source games.
It is a bmodel that fades out over a specified distance. Useful for creating world detail that doesn't need to be drawn far away, for performance reasons.
 Note:The fading is not always consistent; brushes may suddenly "pop" into view depending on where the player is looking. This happens because of a hardware issues with rendering translucent materials. Low-end cards will fade nearer than the distance specified, and smaller objects fade nearer than a larger object with the same fade distance.
Note:The fading is not always consistent; brushes may suddenly "pop" into view depending on where the player is looking. This happens because of a hardware issues with rendering translucent materials. Low-end cards will fade nearer than the distance specified, and smaller objects fade nearer than a larger object with the same fade distance. Bug:Weapons from
Bug:Weapons from  Black Mesa with muzzle dynamic lights causes strange visual bugs when player in End fade radius and out of Start fade radius. Example.
 Black Mesa with muzzle dynamic lights causes strange visual bugs when player in End fade radius and out of Start fade radius. Example.Keyvalues
 Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Disappear Distance (DisappearDist) <integer>
- Distance at which these brushes should start fading out. The finish fading out distance is value from this property +800, you can change it by setting other value for lod_TransitionDistconsole variable. Since Left 4 Dead, fading out distance controlled by Left 4 Dead, fading out distance controlled byDisappearMaxDistproperty.
- Min Disappear Distance (DisappearMinDist)  <integer> (in all games since  ) )
- Distance at which these brushes should start fading out.
- Max Disappear Distance (DisappearMaxDist)  <integer> (in all games since  ) )
- Distance at which these brushes should finish fading out.
- Non-solid (Solid) <boolean>
- Set whether or not these brushes should collide with other entities.
 Note:Using AddOutput this entity can be only changed from solid to nonsolid.
Note:Using AddOutput this entity can be only changed from solid to nonsolid.























